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User Experience Storyboard Reviews
Home > Assignments > User experience storyboard results > Reviews for Gina Han

Gina Han
6dimwits
[review]

 Key Match Bumpy Road Sound Navigation storyboard design/website Vision Void
Average Rating
 
Client 1:
Client 2:
Client 3:
Reviewer 4:
Reviewer 5:
1-marginal     2-ok    3-good     4-very good    5-outstanding

Innovativeness and potential of Key Match storyboard

Client 1:

How would you sense that the key had been returned? Is it possible for this to work without darkness but rather obscuring vision?

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Client 2:

I am confused as to what the given number has to do with the challenge. Overall, finding things in the dark has potential. Keep in mind that these rooms have no ceilings so it will not be pitch black. Also, what keeps users from using their flashlight on their cell phones?

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Client 3:

What do we do if guests don't return the key? You can't guarantee that they will. Guests do very, very strange things. Otherwise, I like the holes and the locks idea. Maybe they have to identify the numbers by touch, and match a "3" to a "3" inside the hole?

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Reviewer 4:

I think the idea is great at engaging all team members since everyone can search independently. I also think its great that the challenge level can also be controlled by determining the number of holes and locks to try.

One question I do have about the idea is how will people know that they must return the key? And where do they have to return it, does it have to be in the exact hole that they got it from, because if that is the case it would be difficult for them to remember which hole it came from when in the dark.

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Reviewer 5:

Really interesting idea. It might take a bit of time to complete depending on the number of the locks on the wall and given my own general inability to get my apartment key into the lock correctly even in full light. Maybe there could be some other kind of clue on the locks to narrow it down? Or something that required teamwork, such as when one team member is searching through the holes in the wall individual corresponding locks light up, forcing them to communicate with their teammates and give something for everyone to do even while searching through the holes.

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Innovativeness and potential of Bumpy Road storyboard

Client 1:

Could the path be UV paint that can only be seen at different times i the experience and the texture is really puddle so that it can be seen?

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Client 2:

Using touch is a nice addition. If people are using their hands to climb, it may be challenging to have them feel for the path forward.

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Client 3:

Oh man, doing this in darkness will be difficult and kind of hysterical! I kinda love it.

I wonder if we'd have to use a light sensor in the room to prevent groups from cheating with their cellphones? The room will never be in complete darkness as we will need to illuminate the room to encourage them to leave on failure / see the exit.

But I think even being able to climb along a ledge and use rock holds in even 'close to dark' will be hard enough for a lot of people!

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Reviewer 4:

Again I think this idea does a good job at engaging all the team members as they all work individually to ensure they make it to the other side of the room.

However, I wonder how large the room has to be in order to make the obstacle challenging enough. A small room would be quick to finish.

Also how would they know that they have reached the end of the path? There needs to be something they can touch or hear that indicates the finish since they cannot see.

The way the room is set up, people have to make a mistake in order to realize what they need to do. So in order to make the room challenging enough you need to limit the number of mistakes people are allowed to make, otherwise they can make an infinite number of mistakes and as long as they make it to the other side they would win.

A few questions to consider for moving forward with this idea: is there a certain number of failures they are allowed, and how will that be indicated? If they get off of the bumpy floor do they need to go back to the beginning? If so how will you control that, preventing people from continuing on after they have done a mistake.

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Reviewer 5:

There was mention at one point of preventing users from shining a flashlight but no previous mention of a flashlight, so I am curious where this aspect comes into play. I think even without that it's a great idea, but wonder if there is a way to make the distance between wall grips and what appears to be a ledge for feet could be made compatible for users with different heights. Just imagining it would be much harder for a child to do without the ability to reach the ledge, or for an adult to do while needing to be crouched over the whole time. I like the combination of physical difficulty and creative thinking required.

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Innovativeness and potential of Sound Navigation storyboard

Client 1:

I think that this could work without darkness. Combination of audio and the exit monitor could make this very interesting. The target square could even move around the room very slowly so that you are "chasing" it...

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Client 2:

Installing technology in the floors can be very challenging. Using the walls is always easier, especially when there is anything that requires wires. The game play of decreasing numbers is very clever.

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Client 3:

This is really interesting! I wonder if this could be done on a wall instead of a floor, to help reduce the durability problem of wiring under a floor?

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Reviewer 4:

i think this idea has potential, and can even be done in a room that is not pitch black since it relies on sound and memory. And you can program the room to be different each time so people can't just remember exactly which tile was the target tile for the next time they enter the room.

Why does everyone need to make it to the target tile in order to succeed rather than just a single person?

Is there a certain order or pattern that everyone must step on the tiles to reach the target tile after it has been found?

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Reviewer 5:

This is probably my favorite of the three because it requires teamwork at the beginning to figure out the challenge in the beginning. If only one person needs to reach the tile, it could prove too easy to win accidentally without ever even understanding the game, especially if people just start roaming all over initially, so it would be good to add some other element that keeps people from winning unintentionally such as requiring everyone to be on the target tile at once (maybe check weights? Although it might be hard to set a firm target weight since some teams might be comprised of children and unable to reach that weight).

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Storyboard design and website presentation and execution

Client 1:

Three across made it very difficult to read the storyboards. Had to zoom in on my 2nd monitor to see them... Illustrations were Ok. Ideas presented well.

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Client 2:

Overall the website was very clear and the storyboards were easy to understand.

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Client 3:

Fantastic. Easy to understand, well thought out, and fits into a space. Very effective and successful at conveying ideas.

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Reviewer 4:

The drawings and shading of the storyboards were beneficial to understanding the idea. The website was easy to use. I think it would have been useful to have the names of each storyboard written below the picture so it is easy to identify each gag.

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Reviewer 5:

The storyboard designs are great and very easy to understand. The design of the website is simple to navigate and clear, although I would recommend making the big link look a bit less basic link-like by using the css

text-decoration: none

to remove the underline and royal blue color inserting a hyperlink automatically adds. It was nice that all the storyboards were at the bottom of the page on each so it's easy to get to the next one.

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Room theme, Vision Void: engaging and interesting? identifiable with target users?

Client 1:

With open tops the room will never really be "Dark"... Is it possible to pop strobe the rooms and cause vision to be obscured due to eye not adjusting to light quickly enough.

Are the challenges meant to be really easy with the exception of the room brightness?

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Client 2:

Again, I fear that these rooms may not be very dark without a ceiling. Is that dark enough? That could be a risk, as well as the cell phone issues too!

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Client 3:

I like it! But where is it set? 'Darkness' is not precisely a time or a place. Maybe a city that's lost power? Post-apocalyptic?

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Reviewer 4:

I think the idea of being in a dark room with your friends would be exciting and fun for the target users and would be instantly identifiable.

However, my biggest concern is that with 5wits current room concept, the rooms will have open ceilings, making it impossible for a room to be completely dark.

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Reviewer 5:

I think it is engaging. Lack of sight is super interesting and will probably make things very challenging and I do worry a bit that it might potentially be too frustrating for some groups who don't have the patience to really figure things out, but I think it's a great idea all around. There's clearly lots of potential here, it will really just depend on the execution and making the puzzles challenging enough to be engaging but not so abstract or unclear that people lose interest before being able to figure it out.

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